I thought I wouldn’t be adding more to the boss, but the more I fought her the more I wanted the interaction to be more challenging. I started off by making sure that the colors of her weapon shifted faster than her cloth. I added a new tree to her AI that will make her act differently when she has less than fifty percent of her health.
I started testing the level and if there were any problems with the GPU or CPU. I found that in the room where I put a lot of torches there would be a massive drop in fps if they were all on. To remedy this I changed the torch emitters to point lights instead. This fixed it because the lights aren’t as demanding as the several blue torches.






The reflection of the light against the giant red lantern looks great. That’s Unreal Engine for you. I added a box to the boss to have an area where attacks can randomly spawn. I used a random point and used the root of the mesh to make sure it stays on the ground. It will spawn N times which I can change if I think it is too easy or hard.
The attack was too static so I added a timeline that shows the area of the attack and the ring will change size to show that it is about to occur just like the cannon in the fourth stage.




I will continue testing the new functions I have created. It makes it a lot harder which was the goal. Then once I have refined it I will go on to improve the other features of the game such as the button images which have been bothering me for some time.